Hey folks. Since Imperator: Rome came out, I've been working on my own little new world mod (which may never be released). Since undertaking this project, I've used a multitude of ways to construct my initial heightmap including hand painting it, using third party tools to sculpt it, and even using the in-game map editor. The result has been rather lackluster with each method, see the spoiler for what I mean. It just makes me curious how Paradox so expertly designs their world maps.
This particular result is a combination of hand painting and some minor erosive filters in a neat terrain editing program called Wilbur. It works I guess, but comparatively to IR's map, it's kinda trash.
We've seen the shape and size of the map evolve immensely from title to title, and now with Imperator: Rome out and Crusader Kings 3 on the horizon, we are starting to see planet Earth take a much more believable and pleasant shape. I'm curious with Imperator: Rome in particular, how exactly Paradox constructs their maps from the heightmap to the terrain masking, what have you, whether it's all with proprietary tools or third party tools. To me it looks like there is potentially some real world height data in there, though I'd venture to guess there's more to it than just satellite imagery. If any Paradox devs see this, I'd be grateful for a response.
We've seen the shape and size of the map evolve immensely from title to title, and now with Imperator: Rome out and Crusader Kings 3 on the horizon, we are starting to see planet Earth take a much more believable and pleasant shape. I'm curious with Imperator: Rome in particular, how exactly Paradox constructs their maps from the heightmap to the terrain masking, what have you, whether it's all with proprietary tools or third party tools. To me it looks like there is potentially some real world height data in there, though I'd venture to guess there's more to it than just satellite imagery. If any Paradox devs see this, I'd be grateful for a response.